-
Posts
3,678 -
Joined
-
Last visited
-
Days Won
208
Content Type
Profiles
Warranty Claims
Downloads
Forums
Store
Services
Downloads Plus Support
DOWNLOADS EXTRA
Everything posted by Steenamaroo
-
- 447 comments
-
- #statistics
- #leaderboard
- (and 12 more)
-
- 447 comments
-
- #statistics
- #leaderboard
- (and 12 more)
-
You're right - CustomLoot doesn't create the crate, or the marker, but recent changes in Rust code mean that the vanilla marker gets destroyed if anything is moved into, or out of, the crate. I've written a workaround for that which I'll drop here for testing asap, although my rust computer's not likely to be up today. Maybe tonight...if not tomorrow.
- 226 comments
-
- 2
-
-
- 447 comments
-
- 1
-
-
- #statistics
- #leaderboard
- (and 12 more)
-
- 226 comments
-
- 1
-
-
- 226 comments
-
Two years, almost to the day! Hard to believe. I appreciate the support. It was a bit of a polarising thing and my handling didn't help. I understood and accepted both sides then, and I do now. The amount of feedback, suggestions, and offers to test over these two years has been fantastic and BotReSpawn has only benefitted from that!
-
- 226 comments
-
- 2
-
-
- 226 comments
-
- 2
-
-
That's correct ^. The normal monument and custom profiles are capped - There can only ever be X npcs, but event profiles aren't capped so if you have hundreds of airdrops, you'll get 100X npcs. For that reason I built in a suicide timer to ensure that npcs spawned by event profiles get killed off after a reasonable period of time. As @Malkizidsaid, just make sure Suicide Timer is turned up to some reasonable number of minutes.
-
- 447 comments
-
- 1
-
-
- #statistics
- #leaderboard
- (and 12 more)
-
HI @Papa Bear Glad to hear you're having fun customising your npcs, between NPCKits and BotReSpawn. If you're placing a custom spawnpoint up in that tower the npc should spawn exactly where you placed it, as long as there's navmesh up there. You can check to confirm by using the check navmesh button in the BotReSpawn UI, when you're placing/moving spawnpoints. If there's no navmesh then you'd have to set the profile for that npc to Stationary : true in order to force him to spawn there. The tradeoff is that if Stationary : true is required the npc won't be able to navigate around. It'll just stay in that exact spot.
-
Hi, To ensure that the npcs drop vanilla loot you'd need to make sure that Allow_Rust_Loot_Percent is 100, and Rust_Loot_Source is "Default NPC". To prevent contents of the main container of the kit being lootable from the npc's corpse you'd set Wipe_Main_Percent to 100. You can, alternatively, just remove the unwanted items from the kit. These options are all per-profile and can be found in the UI for any profile under the 'Death' tab.
-
@william longThere isn't really a default, with reference to vanilla, as there's multiple different npc types within vanilla Rust, all with different behaviours, weapons, clothing etc. BotReSpawn doesn't spawn a vanilla junkpile guy, or heavy scientist, or whatever - Its AI and specs differ from the vanilla npcs and there are behaviour customisations and various difference. The default settings provided for things like health and aggro/deaggro are just a sort of middle ground, just trying to avoid making any particular setting extreme.
-
Thanks Pookins. Just to elaborate, custom spawn points set for vanilla/default monuments will transfer properly even if you change maps so if, for example, you place a custom spawnpoint right at a specific doorway in LaunchSite and then you change maps and the Launch Site is now far away from where it used to be, that npc will still spawn in the exact spot you placed him, relative to the launch site. For custom made profiles it's tricker - If the profile you've made is meant to be at or near a particular default monument, you should set "Parent_Monument" to that monument before adding your spawn point, then BotReSpawn will treat it like a default profile and automatically migrate the profile, and custom spawn points, if/when the monument moves due to map change. You must set the parent for a custom profile before creating your spawnpoints, if you want to do this. If you think you've ever likely to change map but will want your custom profiles and their spawnpoints (placed at or near vanilla monuments) to migrate automatically, then you may want to use the parent option now to save more work later. Directly answering your question, though, when recycling the same map everything should just work automatically across wipes. Just don't wipe any of the BotReSpawn data and be sure to set 'Disable_Non_Parented_Custom_Profiles_After_Wipe' to false in the global settings page.
